/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.IO; using System.Reflection; using System.Text.RegularExpressions; using System.Threading; using log4net; using OpenMetaverse; using OpenMetaverse.Assets; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes.Serialization; using OpenSim.Services.Interfaces; using OpenSimAssetType = OpenSim.Framework.SLUtil.OpenSimAssetType; namespace OpenSim.Region.Framework.Scenes { /// /// Gather uuids for a given entity. /// /// /// This does a deep inspection of the entity to retrieve all the assets it uses (whether as textures, as scripts /// contained in inventory, as scripts contained in objects contained in another object's inventory, etc. Assets /// are only retrieved when they are necessary to carry out the inspection (i.e. a serialized object needs to be /// retrieved to work out which assets it references). /// public class UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected IAssetService m_assetService; // /// // /// Used as a temporary store of an asset which represents an object. This can be a null if no appropriate // /// asset was found by the asset service. // /// // private AssetBase m_requestedObjectAsset; // // /// // /// Signal whether we are currently waiting for the asset service to deliver an asset. // /// // private bool m_waitingForObjectAsset; public UuidGatherer(IAssetService assetService) { m_assetService = assetService; } /// /// Gather all the asset uuids associated with the asset referenced by a given uuid /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// This method assumes that the asset type associated with this asset in persistent storage is correct (which /// should always be the case). So with this method we always need to retrieve asset data even if the asset /// is of a type which is known not to reference any other assets /// /// The uuid of the asset for which to gather referenced assets /// The assets gathered public void GatherAssetUuids(UUID assetUuid, IDictionary assetUuids) { // avoid infinite loops if (assetUuids.ContainsKey(assetUuid)) return; try { AssetBase assetBase = GetAsset(assetUuid); if (null != assetBase) { sbyte assetType = assetBase.Type; assetUuids[assetUuid] = assetType; if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) { GetWearableAssetUuids(assetBase, assetUuids); } else if ((sbyte)AssetType.Gesture == assetType) { GetGestureAssetUuids(assetBase, assetUuids); } else if ((sbyte)AssetType.Notecard == assetType) { GetTextEmbeddedAssetUuids(assetBase, assetUuids); } else if ((sbyte)AssetType.LSLText == assetType) { GetTextEmbeddedAssetUuids(assetBase, assetUuids); } else if ((sbyte)OpenSimAssetType.Material == assetType) { GetMaterialAssetUuids(assetBase, assetUuids); } else if ((sbyte)AssetType.Object == assetType) { GetSceneObjectAssetUuids(assetBase, assetUuids); } } } catch (Exception) { m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid); throw; } } /// /// Gather all the asset uuids associated with the asset referenced by a given uuid /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// The uuid of the asset for which to gather referenced assets /// The type of the asset for the uuid given /// The assets gathered public void GatherAssetUuids(UUID assetUuid, sbyte assetType, IDictionary assetUuids) { // avoid infinite loops if (assetUuids.ContainsKey(assetUuid)) return; try { assetUuids[assetUuid] = assetType; if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) { GetWearableAssetUuids(assetUuid, assetUuids); } else if ((sbyte)AssetType.Gesture == assetType) { GetGestureAssetUuids(assetUuid, assetUuids); } else if ((sbyte)AssetType.Notecard == assetType) { GetTextEmbeddedAssetUuids(assetUuid, assetUuids); } else if ((sbyte)AssetType.LSLText == assetType) { GetTextEmbeddedAssetUuids(assetUuid, assetUuids); } else if ((sbyte)OpenSimAssetType.Material == assetType) { GetMaterialAssetUuids(assetUuid, assetUuids); } else if ((sbyte)AssetType.Object == assetType) { GetSceneObjectAssetUuids(assetUuid, assetUuids); } } catch (Exception) { m_log.ErrorFormat( "[UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", assetUuid, assetType); throw; } } /// /// Gather all the asset uuids associated with a given object. /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// The scene object for which to gather assets /// /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. /// public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary assetUuids) { // m_log.DebugFormat( // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); SceneObjectPart[] parts = sceneObject.Parts; for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; // m_log.DebugFormat( // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); try { Primitive.TextureEntry textureEntry = part.Shape.Textures; if (textureEntry != null) { // Get the prim's default texture. This will be used for faces which don't have their own texture if (textureEntry.DefaultTexture != null) GatherTextureEntryAssets(textureEntry.DefaultTexture, assetUuids); if (textureEntry.FaceTextures != null) { // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture) foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) GatherTextureEntryAssets(texture, assetUuids); } } } // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) assetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; if (part.Shape.ProjectionTextureUUID != UUID.Zero) assetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; if (part.CollisionSound != UUID.Zero) assetUuids[part.CollisionSound] = (sbyte)AssetType.Sound; if (part.ParticleSystem.Length > 0) { try { Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); if (ps.Texture != UUID.Zero) assetUuids[ps.Texture] = (sbyte)AssetType.Texture; } catch (Exception) { m_log.WarnFormat( "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.", part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); } } TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); // Now analyze this prim's inventory items to preserve all the uuids that they reference foreach (TaskInventoryItem tii in taskDictionary.Values) { // m_log.DebugFormat( // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", // tii.Name, tii.Type, part.Name, part.UUID); if (!assetUuids.ContainsKey(tii.AssetID)) GatherAssetUuids(tii.AssetID, (sbyte)tii.Type, assetUuids); } // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and // inventory transfer. There needs to be a way for a module to register a method without assuming a // Scene.EventManager is present. // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs GatherMaterialsUuids(part, assetUuids); } catch (Exception e) { m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e); m_log.DebugFormat( "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); } } } /// /// Gather all the asset uuids found in one face of a Texture Entry. /// private void GatherTextureEntryAssets(Primitive.TextureEntryFace texture, IDictionary assetUuids) { assetUuids[texture.TextureID] = (sbyte)AssetType.Texture; if (texture.MaterialID != UUID.Zero) { GatherAssetUuids(texture.MaterialID, (sbyte)OpenSimAssetType.Material, assetUuids); } } /// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps /// stored in legacy format in part.DynAttrs /// /// /// //public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids) public void GatherMaterialsUuids(SceneObjectPart part, IDictionary assetUuids) { // scan thru the dynAttrs map of this part for any textures used as materials OSD osdMaterials = null; lock (part.DynAttrs) { if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) { OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); if (materialsStore == null) return; materialsStore.TryGetValue("Materials", out osdMaterials); } if (osdMaterials != null) { //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); if (osdMaterials is OSDArray) { OSDArray matsArr = osdMaterials as OSDArray; foreach (OSDMap matMap in matsArr) { try { if (matMap.ContainsKey("Material")) { OSDMap mat = matMap["Material"] as OSDMap; if (mat.ContainsKey("NormMap")) { UUID normalMapId = mat["NormMap"].AsUUID(); if (normalMapId != UUID.Zero) { assetUuids[normalMapId] = (sbyte)AssetType.Texture; //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); } } if (mat.ContainsKey("SpecMap")) { UUID specularMapId = mat["SpecMap"].AsUUID(); if (specularMapId != UUID.Zero) { assetUuids[specularMapId] = (sbyte)AssetType.Texture; //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); } } } } catch (Exception e) { m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message); } } } } } } /// /// Get an asset synchronously, potentially using an asynchronous callback. If the /// asynchronous callback is used, we will wait for it to complete. /// /// /// protected virtual AssetBase GetAsset(UUID uuid) { return m_assetService.Get(uuid.ToString()); // XXX: Switching to do this synchronously where the call was async before but we always waited for it // to complete anyway! // m_waitingForObjectAsset = true; // m_assetCache.Get(uuid.ToString(), this, AssetReceived); // // // The asset cache callback can either // // // // 1. Complete on the same thread (if the asset is already in the cache) or // // 2. Come in via a different thread (if we need to go fetch it). // // // // The code below handles both these alternatives. // lock (this) // { // if (m_waitingForObjectAsset) // { // Monitor.Wait(this); // m_waitingForObjectAsset = false; // } // } // // return m_requestedObjectAsset; } /// /// Record the asset uuids embedded within the given text (e.g. a script). /// /// /// Dictionary in which to record the references private void GetTextEmbeddedAssetUuids(UUID textAssetUuid, IDictionary assetUuids) { // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); AssetBase textAsset = GetAsset(textAssetUuid); if (null != textAsset) GetTextEmbeddedAssetUuids(textAsset, assetUuids); } /// /// Record the asset uuids embedded within the given text (e.g. a script). /// /// /// Dictionary in which to record the references private void GetTextEmbeddedAssetUuids(AssetBase textAsset, IDictionary assetUuids) { // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); string script = Utils.BytesToString(textAsset.Data); // m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script); // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); // Embedded asset references (if not false positives) could be for many types of asset, so we will // label these as unknown. assetUuids[uuid] = (sbyte)AssetType.Unknown; } } /// /// Record the uuids referenced by the given wearable asset /// /// /// Dictionary in which to record the references private void GetWearableAssetUuids(UUID wearableAssetUuid, IDictionary assetUuids) { AssetBase assetBase = GetAsset(wearableAssetUuid); if (null != assetBase) GetWearableAssetUuids(assetBase, assetUuids); } /// /// Record the uuids referenced by the given wearable asset /// /// /// Dictionary in which to record the references private void GetWearableAssetUuids(AssetBase assetBase, IDictionary assetUuids) { //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data); wearableAsset.Decode(); //m_log.DebugFormat( // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); foreach (UUID uuid in wearableAsset.Textures.Values) { assetUuids[uuid] = (sbyte)AssetType.Texture; } } /// /// Get all the asset uuids associated with a given object. This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// /// private void GetSceneObjectAssetUuids(UUID sceneObjectUuid, IDictionary assetUuids) { AssetBase sceneObjectAsset = GetAsset(sceneObjectUuid); if (null != sceneObjectAsset) GetSceneObjectAssetUuids(sceneObjectAsset, assetUuids); } /// /// Get all the asset uuids associated with a given object. This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// /// private void GetSceneObjectAssetUuids(AssetBase sceneObjectAsset, IDictionary assetUuids) { string xml = Utils.BytesToString(sceneObjectAsset.Data); CoalescedSceneObjects coa; if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa)) { foreach (SceneObjectGroup sog in coa.Objects) GatherAssetUuids(sog, assetUuids); } else { SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml); if (null != sog) GatherAssetUuids(sog, assetUuids); } } /// /// Get the asset uuid associated with a gesture /// /// /// private void GetGestureAssetUuids(UUID gestureUuid, IDictionary assetUuids) { AssetBase gestureAsset = GetAsset(gestureUuid); if (null == gestureAsset) return; GetGestureAssetUuids(gestureAsset, assetUuids); } /// /// Get the asset uuid associated with a gesture /// /// /// private void GetGestureAssetUuids(AssetBase gestureAsset, IDictionary assetUuids) { using (MemoryStream ms = new MemoryStream(gestureAsset.Data)) using (StreamReader sr = new StreamReader(ms)) { sr.ReadLine(); // Unknown (Version?) sr.ReadLine(); // Unknown sr.ReadLine(); // Unknown sr.ReadLine(); // Name sr.ReadLine(); // Comment ? int count = Convert.ToInt32(sr.ReadLine()); // Item count for (int i = 0 ; i < count ; i++) { string type = sr.ReadLine(); if (type == null) break; string name = sr.ReadLine(); if (name == null) break; string id = sr.ReadLine(); if (id == null) break; string unknown = sr.ReadLine(); if (unknown == null) break; // If it can be parsed as a UUID, it is an asset ID UUID uuid; if (UUID.TryParse(id, out uuid)) assetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important } } } /// /// Get the asset uuid's referenced in a material. /// private void GetMaterialAssetUuids(UUID materialUuid, IDictionary assetUuids) { AssetBase assetBase = GetAsset(materialUuid); if (null == assetBase) return; GetMaterialAssetUuids(assetBase, assetUuids); } /// /// Get the asset uuid's referenced in a material. /// private void GetMaterialAssetUuids(AssetBase materialAsset, IDictionary assetUuids) { OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data); UUID normMap = mat["NormMap"].AsUUID(); if (normMap != UUID.Zero) assetUuids[normMap] = (sbyte)AssetType.Texture; UUID specMap = mat["SpecMap"].AsUUID(); if (specMap != UUID.Zero) assetUuids[specMap] = (sbyte)AssetType.Texture; } } public class HGUuidGatherer : UuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected string m_assetServerURL; public HGUuidGatherer(IAssetService assetService, string assetServerURL) : base(assetService) { m_assetServerURL = assetServerURL; if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("=")) m_assetServerURL = m_assetServerURL + "/"; } protected override AssetBase GetAsset(UUID uuid) { if (string.Empty == m_assetServerURL) return base.GetAsset(uuid); else return FetchAsset(uuid); } public AssetBase FetchAsset(UUID assetID) { // Test if it's already here AssetBase asset = m_assetService.Get(assetID.ToString()); if (asset == null) { // It's not, so fetch it from abroad asset = m_assetService.Get(m_assetServerURL + assetID.ToString()); if (asset != null) m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL); else m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL); } //else // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL); return asset; } } public class IteratingUuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// /// Is gathering complete? /// public bool Complete { get { return m_assetUuidsToInspect.Count <= 0; } } /// /// Gets the next UUID to inspect. /// /// If there is no next UUID then returns null public UUID? NextUuidToInspect { get { if (Complete) return null; else return m_assetUuidsToInspect.Peek(); } } protected IAssetService m_assetService; protected IDictionary m_gatheredAssetUuids; protected Queue m_assetUuidsToInspect; public IteratingUuidGatherer(IAssetService assetService) { m_assetService = assetService; m_gatheredAssetUuids = new Dictionary(); // FIXME: Not efficient for searching, can improve. m_assetUuidsToInspect = new Queue(); } public IDictionary GetGatheredUuids() { return new Dictionary(m_gatheredAssetUuids); } public bool AddAssetUuidToInspect(UUID uuid) { if (m_assetUuidsToInspect.Contains(uuid)) return false; m_assetUuidsToInspect.Enqueue(uuid); return true; } /// /// Gathers the next set of assets returned by the next uuid to get from the asset service. /// /// false if gathering is already complete, true otherwise public bool GatherNext() { if (Complete) return false; GetAssetUuids(m_assetUuidsToInspect.Dequeue()); return true; } /// /// Gathers all remaining asset UUIDS no matter how many calls are required to the asset service. /// /// false if gathering is already complete, true otherwise public bool GatherAll() { if (Complete) return false; while (GatherNext()); return true; } /// /// Gather all the asset uuids associated with the asset referenced by a given uuid /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// This method assumes that the asset type associated with this asset in persistent storage is correct (which /// should always be the case). So with this method we always need to retrieve asset data even if the asset /// is of a type which is known not to reference any other assets /// /// The uuid of the asset for which to gather referenced assets private void GetAssetUuids(UUID assetUuid) { // avoid infinite loops if (m_gatheredAssetUuids.ContainsKey(assetUuid)) return; try { AssetBase assetBase = GetAsset(assetUuid); if (null != assetBase) { sbyte assetType = assetBase.Type; m_gatheredAssetUuids[assetUuid] = assetType; if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) { RecordWearableAssetUuids(assetBase); } else if ((sbyte)AssetType.Gesture == assetType) { RecordGestureAssetUuids(assetBase); } else if ((sbyte)AssetType.Notecard == assetType) { RecordTextEmbeddedAssetUuids(assetBase); } else if ((sbyte)AssetType.LSLText == assetType) { RecordTextEmbeddedAssetUuids(assetBase); } else if ((sbyte)OpenSimAssetType.Material == assetType) { RecordMaterialAssetUuids(assetBase); } else if ((sbyte)AssetType.Object == assetType) { RecordSceneObjectAssetUuids(assetBase); } } } catch (Exception) { m_log.ErrorFormat("[UUID GATHERER]: Failed to gather uuids for asset id {0}", assetUuid); throw; } } private void RecordAssetUuids(UUID assetUuid, sbyte assetType) { // Here, we want to collect uuids which require further asset fetches but mark the others as gathered try { m_gatheredAssetUuids[assetUuid] = assetType; if ((sbyte)AssetType.Bodypart == assetType || (sbyte)AssetType.Clothing == assetType) { AddAssetUuidToInspect(assetUuid); } else if ((sbyte)AssetType.Gesture == assetType) { AddAssetUuidToInspect(assetUuid); } else if ((sbyte)AssetType.Notecard == assetType) { AddAssetUuidToInspect(assetUuid); } else if ((sbyte)AssetType.LSLText == assetType) { AddAssetUuidToInspect(assetUuid); } else if ((sbyte)OpenSimAssetType.Material == assetType) { AddAssetUuidToInspect(assetUuid); } else if ((sbyte)AssetType.Object == assetType) { AddAssetUuidToInspect(assetUuid); } } catch (Exception) { m_log.ErrorFormat( "[ITERATABLE UUID GATHERER]: Failed to gather uuids for asset id {0}, type {1}", assetUuid, assetType); throw; } } /// /// Gather all the asset uuids associated with a given object. /// /// /// This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// The scene object for which to gather assets public void RecordAssetUuids(SceneObjectGroup sceneObject) { // m_log.DebugFormat( // "[ASSET GATHERER]: Getting assets for object {0}, {1}", sceneObject.Name, sceneObject.UUID); SceneObjectPart[] parts = sceneObject.Parts; for (int i = 0; i < parts.Length; i++) { SceneObjectPart part = parts[i]; // m_log.DebugFormat( // "[ARCHIVER]: Getting part {0}, {1} for object {2}", part.Name, part.UUID, sceneObject.UUID); try { Primitive.TextureEntry textureEntry = part.Shape.Textures; if (textureEntry != null) { // Get the prim's default texture. This will be used for faces which don't have their own texture if (textureEntry.DefaultTexture != null) RecordTextureEntryAssetUuids(textureEntry.DefaultTexture); if (textureEntry.FaceTextures != null) { // Loop through the rest of the texture faces (a non-null face means the face is different from DefaultTexture) foreach (Primitive.TextureEntryFace texture in textureEntry.FaceTextures) { if (texture != null) RecordTextureEntryAssetUuids(texture); } } } // If the prim is a sculpt then preserve this information too if (part.Shape.SculptTexture != UUID.Zero) m_gatheredAssetUuids[part.Shape.SculptTexture] = (sbyte)AssetType.Texture; if (part.Shape.ProjectionTextureUUID != UUID.Zero) m_gatheredAssetUuids[part.Shape.ProjectionTextureUUID] = (sbyte)AssetType.Texture; if (part.CollisionSound != UUID.Zero) m_gatheredAssetUuids[part.CollisionSound] = (sbyte)AssetType.Sound; if (part.ParticleSystem.Length > 0) { try { Primitive.ParticleSystem ps = new Primitive.ParticleSystem(part.ParticleSystem, 0); if (ps.Texture != UUID.Zero) m_gatheredAssetUuids[ps.Texture] = (sbyte)AssetType.Texture; } catch (Exception) { m_log.WarnFormat( "[UUID GATHERER]: Could not check particle system for part {0} {1} in object {2} {3} since it is corrupt. Continuing.", part.Name, part.UUID, sceneObject.Name, sceneObject.UUID); } } TaskInventoryDictionary taskDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); // Now analyze this prim's inventory items to preserve all the uuids that they reference foreach (TaskInventoryItem tii in taskDictionary.Values) { // m_log.DebugFormat( // "[ARCHIVER]: Analysing item {0} asset type {1} in {2} {3}", // tii.Name, tii.Type, part.Name, part.UUID); if (!m_gatheredAssetUuids.ContainsKey(tii.AssetID)) RecordAssetUuids(tii.AssetID, (sbyte)tii.Type); } // FIXME: We need to make gathering modular but we cannot yet, since gatherers are not guaranteed // to be called with scene objects that are in a scene (e.g. in the case of hg asset mapping and // inventory transfer. There needs to be a way for a module to register a method without assuming a // Scene.EventManager is present. // part.ParentGroup.Scene.EventManager.TriggerGatherUuids(part, assetUuids); // still needed to retrieve textures used as materials for any parts containing legacy materials stored in DynAttrs RecordMaterialsUuids(part); } catch (Exception e) { m_log.ErrorFormat("[UUID GATHERER]: Failed to get part - {0}", e); m_log.DebugFormat( "[UUID GATHERER]: Texture entry length for prim was {0} (min is 46)", part.Shape.TextureEntry.Length); } } } /// /// Collect all the asset uuids found in one face of a Texture Entry. /// private void RecordTextureEntryAssetUuids(Primitive.TextureEntryFace texture) { m_gatheredAssetUuids[texture.TextureID] = (sbyte)AssetType.Texture; if (texture.MaterialID != UUID.Zero) AddAssetUuidToInspect(texture.MaterialID); } /// /// Gather all of the texture asset UUIDs used to reference "Materials" such as normal and specular maps /// stored in legacy format in part.DynAttrs /// /// public void RecordMaterialsUuids(SceneObjectPart part) { // scan thru the dynAttrs map of this part for any textures used as materials OSD osdMaterials = null; lock (part.DynAttrs) { if (part.DynAttrs.ContainsStore("OpenSim", "Materials")) { OSDMap materialsStore = part.DynAttrs.GetStore("OpenSim", "Materials"); if (materialsStore == null) return; materialsStore.TryGetValue("Materials", out osdMaterials); } if (osdMaterials != null) { //m_log.Info("[UUID Gatherer]: found Materials: " + OSDParser.SerializeJsonString(osd)); if (osdMaterials is OSDArray) { OSDArray matsArr = osdMaterials as OSDArray; foreach (OSDMap matMap in matsArr) { try { if (matMap.ContainsKey("Material")) { OSDMap mat = matMap["Material"] as OSDMap; if (mat.ContainsKey("NormMap")) { UUID normalMapId = mat["NormMap"].AsUUID(); if (normalMapId != UUID.Zero) { m_gatheredAssetUuids[normalMapId] = (sbyte)AssetType.Texture; //m_log.Info("[UUID Gatherer]: found normal map ID: " + normalMapId.ToString()); } } if (mat.ContainsKey("SpecMap")) { UUID specularMapId = mat["SpecMap"].AsUUID(); if (specularMapId != UUID.Zero) { m_gatheredAssetUuids[specularMapId] = (sbyte)AssetType.Texture; //m_log.Info("[UUID Gatherer]: found specular map ID: " + specularMapId.ToString()); } } } } catch (Exception e) { m_log.Warn("[UUID Gatherer]: exception getting materials: " + e.Message); } } } } } } /// /// Get an asset synchronously, potentially using an asynchronous callback. If the /// asynchronous callback is used, we will wait for it to complete. /// /// /// protected virtual AssetBase GetAsset(UUID uuid) { return m_assetService.Get(uuid.ToString()); } /// /// Record the asset uuids embedded within the given text (e.g. a script). /// /// private void RecordTextEmbeddedAssetUuids(AssetBase textAsset) { // m_log.DebugFormat("[ASSET GATHERER]: Getting assets for uuid references in asset {0}", embeddingAssetId); string script = Utils.BytesToString(textAsset.Data); // m_log.DebugFormat("[ARCHIVER]: Script {0}", script); MatchCollection uuidMatches = Util.PermissiveUUIDPattern.Matches(script); // m_log.DebugFormat("[ARCHIVER]: Found {0} matches in text", uuidMatches.Count); foreach (Match uuidMatch in uuidMatches) { UUID uuid = new UUID(uuidMatch.Value); // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); AddAssetUuidToInspect(uuid); } } /// /// Record the uuids referenced by the given wearable asset /// /// private void RecordWearableAssetUuids(AssetBase assetBase) { //m_log.Debug(new System.Text.ASCIIEncoding().GetString(bodypartAsset.Data)); AssetWearable wearableAsset = new AssetBodypart(assetBase.FullID, assetBase.Data); wearableAsset.Decode(); //m_log.DebugFormat( // "[ARCHIVER]: Wearable asset {0} references {1} assets", wearableAssetUuid, wearableAsset.Textures.Count); foreach (UUID uuid in wearableAsset.Textures.Values) m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Texture; } /// /// Get all the asset uuids associated with a given object. This includes both those directly associated with /// it (e.g. face textures) and recursively, those of items within it's inventory (e.g. objects contained /// within this object). /// /// private void RecordSceneObjectAssetUuids(AssetBase sceneObjectAsset) { string xml = Utils.BytesToString(sceneObjectAsset.Data); CoalescedSceneObjects coa; if (CoalescedSceneObjectsSerializer.TryFromXml(xml, out coa)) { foreach (SceneObjectGroup sog in coa.Objects) RecordAssetUuids(sog); } else { SceneObjectGroup sog = SceneObjectSerializer.FromOriginalXmlFormat(xml); if (null != sog) RecordAssetUuids(sog); } } /// /// Get the asset uuid associated with a gesture /// /// private void RecordGestureAssetUuids(AssetBase gestureAsset) { using (MemoryStream ms = new MemoryStream(gestureAsset.Data)) using (StreamReader sr = new StreamReader(ms)) { sr.ReadLine(); // Unknown (Version?) sr.ReadLine(); // Unknown sr.ReadLine(); // Unknown sr.ReadLine(); // Name sr.ReadLine(); // Comment ? int count = Convert.ToInt32(sr.ReadLine()); // Item count for (int i = 0 ; i < count ; i++) { string type = sr.ReadLine(); if (type == null) break; string name = sr.ReadLine(); if (name == null) break; string id = sr.ReadLine(); if (id == null) break; string unknown = sr.ReadLine(); if (unknown == null) break; // If it can be parsed as a UUID, it is an asset ID UUID uuid; if (UUID.TryParse(id, out uuid)) m_gatheredAssetUuids[uuid] = (sbyte)AssetType.Animation; // the asset is either an Animation or a Sound, but this distinction isn't important } } } /// /// Get the asset uuid's referenced in a material. /// private void RecordMaterialAssetUuids(AssetBase materialAsset) { OSDMap mat = (OSDMap)OSDParser.DeserializeLLSDXml(materialAsset.Data); UUID normMap = mat["NormMap"].AsUUID(); if (normMap != UUID.Zero) m_gatheredAssetUuids[normMap] = (sbyte)AssetType.Texture; UUID specMap = mat["SpecMap"].AsUUID(); if (specMap != UUID.Zero) m_gatheredAssetUuids[specMap] = (sbyte)AssetType.Texture; } } public class IteratingHGUuidGatherer : IteratingUuidGatherer { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected string m_assetServerURL; public IteratingHGUuidGatherer(IAssetService assetService, string assetServerURL) : base(assetService) { m_assetServerURL = assetServerURL; if (!m_assetServerURL.EndsWith("/") && !m_assetServerURL.EndsWith("=")) m_assetServerURL = m_assetServerURL + "/"; } protected override AssetBase GetAsset(UUID uuid) { if (string.Empty == m_assetServerURL) return base.GetAsset(uuid); else return FetchAsset(uuid); } public AssetBase FetchAsset(UUID assetID) { // Test if it's already here AssetBase asset = m_assetService.Get(assetID.ToString()); if (asset == null) { // It's not, so fetch it from abroad asset = m_assetService.Get(m_assetServerURL + assetID.ToString()); if (asset != null) m_log.DebugFormat("[HGUUIDGatherer]: Copied asset {0} from {1} to local asset server", assetID, m_assetServerURL); else m_log.DebugFormat("[HGUUIDGatherer]: Failed to fetch asset {0} from {1}", assetID, m_assetServerURL); } //else // m_log.DebugFormat("[HGUUIDGatherer]: Asset {0} from {1} was already here", assetID, m_assetServerURL); return asset; } } }